feat(mosstank): add VTank-style automation PoC
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@ -184,17 +184,28 @@ panel through `IPanelRenderer`.
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## Plugin UI API
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The shipped plugin-facing gameplay UI contract is
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`AcDream.Plugin.Abstractions.IUiRegistry.AddMarkupPanel`: a plugin provides
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KSML-style markup and a binding object; the host builds it into the retained
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`UiRoot` tree. `IPanel`/`IPanelRenderer` remains a first-party developer-panel
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contract and is intentionally not referenced by `Plugin.Abstractions`.
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The shipped plugin-facing gameplay UI contract is the additive BCL-only
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`AcDream.Plugin.Abstractions.IUiRegistry.AddPanel`: a plugin provides a stable
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window id/title/icon descriptor, KSML-style markup, and a binding object; the
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host builds it into the retained `UiRoot` tree. The API-v1
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`AddMarkupPanel` member remains source/binary compatible and is enriched into
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the same first-class window route by the scoped host. `IPanel`/
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`IPanelRenderer` remains a historical first-party developer-panel contract and
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is intentionally not referenced by `Plugin.Abstractions`.
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This makes plugin gameplay panels independent of ImGui while allowing them to
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share the retained input, window, and DAT-sprite runtime. Registrations made
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before the GL host exists are buffered. In builds where retail UI is disabled,
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they remain registered but have no gameplay surface; the long-term release
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configuration enables retained gameplay UI.
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This makes plugin gameplay panels presentation-assembly independent while
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allowing them to share the retained input, window, and DAT-sprite runtime.
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Registrations made before the graphical host exists are buffered. The host
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assigns `plugin:{pluginId}:{windowId}`, registers every panel with the common
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window manager, persists its geometry/visibility, and exposes it through the
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shared plugin sidepanel. Hiding/minimizing a panel does not dispose or pause the
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plugin. No-window hosts retain the plugin session but expose the no-op UI
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capability.
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The retained markup vocabulary includes panels, nested groups, labels,
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buttons, meters, tabs, lamp-style toggles, and scalar sliders. Controls bind to
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BCL-visible properties/actions on the plugin binding object; visible controls
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must correspond to real behavior, never placeholders that report success.
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The following was the original pre-D.2b proposal and remains historical
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context, not the shipped plugin contract:
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@ -255,7 +266,8 @@ walk around / take damage / regen.
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### Sprint 3 — Plugin API hardening (superseded shape)
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- Document the `IPanel` contract.
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- The shipped route is `IUiRegistry.AddMarkupPanel`, not plugin-owned
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- The shipped route is `IUiRegistry.AddPanel` (with `AddMarkupPanel` as the
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compatible legacy entry), not plugin-owned
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`IPanel` implementations.
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- Confirm plugins can subscribe to game events and expose retained markup
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bindings without referencing App or ImGui assemblies.
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